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Everything posted by VarsityPuppet
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Did everything install correctly? That is, no issues when running the TSLPatcher initially? Also, which version did you download?
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My Target's still got 'em too
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Well of course. I was planning on using Kreia's dialog where she tells each party member's future as a basis. I don't remember everything exactly, but I know pretty much everyone is covered. And depending on available VO, we might be able to add in some... teasers so to speak for what would be a Kotor 3. Kinda like those extra scenes at the end of the latest Marvel movies which allude the The Avengers. Still depends, but you guys get what I'm saying, right? -
Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
An end-game movie was something that Bead and I have been considering for awhile. It's more of a re-tooling the credits and adding some cutscenes of party members moving on. Things like Visas returning to Katarr, Handmaiden returning to the Dantooine temple, with the intent of rebuilding it. Something with the Mandalorians, I'm sure. As you can see it's not something we've thought through entirely, but the concept is definitely floating around. But no, no 'various civilizations celebrating Malachor V's destruction'. Like Zhaboka said, it's not as if anyone was even aware of what was going on with the Sith and the force and whatever. -
Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
You and everyone else TSLRCM stuff will be my warm-up. -
Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
We're coming in on the 2 year anniversary of the mod though - I don't remember the exact date it started - and I'd expected initially it would not have taken longer than a year and a half. Then again, this has definitely been a 'think as you go' sort of deal, so there's no way I could have put an accurate estimation of how long it would take to finish the project. Oh well, we'll be starting up again soon. Stay tuned. -
Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Haha, first post from 90SK on DeadlyStream is in this thread. There has been almost no progress since the last post. We're working on it though. -
Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Yeah, they're kinda strewn about in the thread.... Start from the first page, there should be a link to the website. -
Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Well, that was a pretty short break. I was about one script function away from essentially finishing up 905MAL - otherwise known as the module we've been working on for almost the entire year. Yeah, progress has been slow. I'm hoping with a little advance planning that 906MAL will take considerably much less time. I should mention that this is not including the beta and bug-testing which will be done later. We'll check all of that once we have everything set up. -
Let's not start a flame war. Let's face it - due to having a label entry in the appearance.2da file and a portrait of her (plus an empty entry for a separate Atris Head) it was probably likely that at some point the game developers were going to have Atris in your party. I mean they did the same sort of thing for Bastila and Kotor 1 (they used her image to promote the game and she's on the front cover), so we'd expect that to be the case for TSL. It's still a little impractical to have her as a party member though - You know, considering it makes almost no sense why she should join you at all. Atris as Darth Traya? Probably, definitely not on Malachor. Like Bead said, the lines that are voiced by Atris are strangely characteristic of lines that KREIA would say. Not to mention that there is only a few lines that are actually voiced by Atris in that area, not as many as most think.
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Up until recently I had been working on MVI, but work and school have been a little overwhelming at the moment. I expect things to slow down in the next few weeks (after Halloween) but for now I don't think I'll be making any progress. The project is still alive, but just know that we're taking yet another break. -
Correct. Although, the existence of version 1.02 should essentially nullify the need for the older version.
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Dunno. But if you help show an interest in it, it'll help the modders push the development along. Drop by and give 'em a buzz. K1R
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I know they're working on a Kotor restoration patch on the forums here.
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Okay VP enters and clears the room. If you don't like that aspect of the project: mod it out. It's as simple as that.... well okay it's not as simple as that but it's the only way you're going to get anywhere with this subject. Hassat, Stoney and zbyl have worked hard on this project, and while not all of it may not be to our liking, it is rude to ask them to deliberately take out things. Hell, if they hadn't made this, we wouldn't be here right now bitching about it. So, the point is, if you want it out - mod it out. A smaller install that left room for customization would be better, but if they don't want to do it, we have to respect that. And actually, in terms of modifying TSLRCM, it might be easier to deactivate certain scenes than not having them present and then trying to add them in with optional installs. I know for sure I'm not going to segment my Malachor VI mod. It all goes together, and to ask for only some parts of it would be stupid.
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Calm down, Hassat. I'm just saying that I can see it as a separate mod. At the same time though, it is pretty well interwoven into the mod that it's hard to separate the two. Pavijan would be correct. I have said though a number of times that I would like to have a separate version of the HK factory where I could go all out on it and not have to worry about the 'added content' aspect of it. TSLRCM doesn't have to get rid of it - all that would be required is a generic version that is playable... you understand what I'm getting at, right? Look, I'm all for restoring as much content as we possibly can - you know this Hassat. Hell if it was up to me, any bit of restored content we could reasonably do would be re-cut into the game. I'd find a way to include ALL of it. Alas, I'm not the main guy of TSLRCM, so I don't decide these things. It would seem like common sense to separate the aspects of the mods that have that 'added content' though. It would give us a chance to really work on that compatibility. I'm on your side here, Pavijan. This is why it's somewhere else. Point is: I think TSLRCM should be a strong base patch to add to TSL. Once we start delving into things like Kaevee and where to put Visas and Mandalore having their chat, those should be optional. Enough people have complained about it - why not take some of the bigger things and start branching out? M4-78EP is an optional add-on, Malachor VI is an optional add-on, Genoharadan Expansion too, and I'm sure Disciple's Holocron quest will be too - Yet I'm sure people will still argue about whether or not any of those mods should be included in the ultimate TSL experience. So maybe it's a good thing TSLRCM 1.8 will be the last - maybe it's time to start working on the customization of the TSL experience.
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I may be one of the few, but I agree with Pavijan here on fragmenting at least parts of TSLRCM. I mean c'mon guys, the HK factory, while ALMOST complete, is a total mess to deal with and the last 15% of the quest is added content.... this isn't what TSLRCM is about. Least of all, I was never really happy with the Visas and Mandalore scene on the Ravager. It makes more sense on Malachor to me, however, the notion that it was supposed to happen there seems to have been misinterpreted. Plus I've heard people complain about the fixed loot - which I think is, for a lack of better terms, total bullcrap. As it is though, were it possible to be able to separate some of the more questionable sections of the mod, I think that would be best. I mean, it's one thing to fix bugs or typos in scripts (Hassat knows what I'm talking about ) but it's another thing to add new material to 'complete' areas of the game.
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
A quick update: We still need Voice Actor volunteers. -
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Enter VarsityPuppet, who shall attempt to compose a scene of the Serrocan attacking the exchange.
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Well, in between working on the new Untitled Malachor module, I've been fooling around with some new modeling techniques I learned from Quanon's tutorial. Results are decent at best, but it's coming along. The reason I'm posting it in here is because I wanted to do a little tie in between Katarr and Malachor - what with one version of Visas' story ending with her revisiting the surface of Katarr. I'm not very far just yet - just the one building and a shitty UVMapping job.... but I do have this cool render. Still developing the idea of Katarr, as I said. -
Yeah, a minor detail, I'd say. He'll either hunt jedi or be a fool.
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Yeah. Check out the thread for some awesomeness. Trayus Rank Reform should already be compatible with TSLRCM though..... Just install it after you install TSLRCM.... .... and actually, come to think of it, wasn't I supposed to change those Sith Marauders and Lords in Trayus for TSLRCM? ..... oops But yeah, the Green Fix is effortlessly incorporated - will take a big number off of my downloads count, but it's alright.
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Well, be glad that I changed my mind then, eh?